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ksp high altitude plane

There are no requirements as far as size or power are concerned, as the AI Pilot is capable of flying pretty much anything - from tiny scout planes to oversized freight craft. The high performance engine for me performs pretty good till about 15000 meter. I didn't succeed with his design, though; I always ended up having somehow unstable airplanes. I've been finding it difficult to build a jet that can fly over 15km alt. Press J to jump to the feed. My question is really about controllability. However, I've failed to build a vehicle to achieve this (without a hundred retries). This works, but it's not optimal. Additionally please know that .16 will feature new code that will change the way space planes work in every aspect. Pasted as rich text. But. I also added a parachute and decoupler since I find it too hard to correctly land this thing yet ;-) I managed to land in the water once, though. When you are surrounded by plenty of air there will of course be no need to suck in air artificially but the higher you get the less dense the air around you becomes and in order to make sure that your engines have enough oxygen to burn the fuel it needs to suck air in forcefully. Pasted as rich text. High altitude flight is efficient because the air is thinner, and therefore aircraft experience less parasitic drag. I've added more engines, more intakes to no avail. air) that high up. That would argue for going as high as possible, as slow as possible, but apart from drag you also have to fight gravity. So I'm pretty darn new to KSP, and my career has barely gotten started, and the jobs for crew observations seem to dominate Kerbal Space Program 2 . Because of the exponential nature of the rocket equationthe orbital rocket needs to be considerably bigger. Don't rely on the efficiency indicator! Kerbal Space Program ( KSP) is a space flight simulation video game developed by Mexican developer Squad for Linux, OS X, Windows, PlayStation 4, PlayStation 5, Xbox Series X/S and Xbox One. The other thing to bear in mind is that tuning the AoA (angle of attack) of your wings makes a difference. Most SSTO space planes would be able to accomplish this easily. It'll probably be more efficient with more intakes, but I wouldn't increase the number of engines. It was meant for low altitude flight. Thanks for the help! You can go above 20km with the J-404 Panther. below 5,000 m), since the engine's extreme maneuverability may allow the aircraft to perform turns sharply enough to break up in flight. The drag differential is because your long-wing layout is using a bunch of struts, and the reason your delta-wing has a higher ceiling is because it has more wing area to provide lift. Also, while you mentioned the TJs most efficient altitude is ~ 5km (I'm not sure, but lets assume it's true), you need to realize that the drag you're getting at that altitude is going to wreck any efficiency gains. But maybe your patience? The U-2's published maximum altitude is somewhere above 74,000 feet. Air Intake) and how fast your aircraft ultimately flies (air resistance/altitude)! This means that the only thing that decides wheter your engines run efficient is determined by how much thrust they produce (opt. So if you replace the turbos with basic jets, you will have more thrust from the ground up, and your vessel will weigh slightly less. Here's Mr. Manley using it in his tutorial: @Pvt.Grichmann: I think it's at specific locations on Kerbin, not just anywhere above 18km. Note that KSP planes get one substantial speed benefit that's much more pronounced than IRL aircraft, due to the freakishly small planet sizes: they're actually flying at a large fraction of orbital velocity. My plane has turbojets and lots of fuel, but I am wondering what the optimal way to fly is. 3.) Use the reaction wheel to hold your attitude slightly nose down as you float down and you can guide yourself like a paraglider. The easiest "default" way to build a plane in KSP-- i.e. So long as there's only one high-altitude measurement to take, you should be able to complete a whole set of 3-4 in one flight. Right now, my big, fat plane has trouble breaking 10 km altitude and 200 m/s forward speed (largely due to its payload). i dont know what kind of range youre looking for but i would make a significantly smaller plane. I looked into the .cfg files and there are no special properties allocated to them. Delta wings are able to work better since the lack of lift per square area is compensated by having larger area to provide lift. Just sounds like the engines can't get enough air, in KSP high speed also generates air intake so I'm guessing what is happening is that you have the initial speed to get to altitude but the lack of air at altitude is starving the engine resulting in lower speed which further reduces air intake and it cascades until either the engine shuts down or you return to denser atmosphere at a lower altitude. FBW uses three controllers - pitch, roll and yaw. 3x06: I design a new, high altitude, jet to collect high atmospheric science. The Panther engine can hold 19,000 steady and oscillates around 20,000. Maneuver node plans don't take drag into account, so you'll have to overshoot quite a bit to compensate. Contents 1 Usage 2 Construction 3 Categories 3.1 Airplane 3.2 Seaplane 3.3 Spaceplane 3.4 VTOL 3.5 Glider 3.6 Mothership 4 Operation 4.1 Flight records 5 Notes Usage Proceed with caution. As I understand, the OP wanted "the most efficient way to fly", and simply needed a bit of help in realizing that that is a hypersonic, high-altitude, high-performance aircraft which is a RAPIER and a little oxidizer away from being an SSTO spaceplane. Jets drop thrust at higher altitude and speed, but also drop . Clear editor. Have a plane that ditches its wings and rockets up to 18km once you reach the right point. Air Flow + max. I don't have the numbers handy, but you can expect something like 400m/s at 15km. If drag were the only concern, at any given altitude the slower you go, the less fuel you need: the work done by drag over a distance grows linearly with speed (the force grows quadratically with speed, but the time falls linearly). At about 400-500m/s (~15km), the two engines are even. Air Intake: Air Intake shows the amount of force your engine uses to suck air into the turbine. Thrust means that slower-is-better no longer applies: now, slower means less drag but more gravity, so there's a tradeoff (which I'm not going to carefully calculate for you, because it's hard). Any advices for building a vehicle for this task? Building a High Altitude Jet | Stream pt. Thankyou all, I now reckon I have a much better understanding of the engines, hopefully that'll translate to better aircraft. What you should be concerned about is atmospheric drag, and that's minimized by high-altitude flight. I've been trying my hand at some High altitude speedy planes for a while now, but can't seem to get a hang of the altitudes that each engine likes, I know kerbal isn't earth, so looking up the crushing altitude of say the sr71, doesn't seem to apply, but I was hoping that others experiences would help me. And how many km can I expect to get per v (as calculated by Engineer redux Kerbin atmospheric stats, I know this is weird with planes)? Have you checked out the wiki yet? Simply changing the intakes made it fly completely out of control and impossible to land. Site design / logo 2023 Stack Exchange Inc; user contributions licensed under CC BY-SA. That's because wings need to have some AoA to the airstream in order to generate much lift. If you nudge your wing's angle up slightly with rotate tool then it'll move your prograde closer to your direction of flight and significantly reduce drag. Be aware that heat buildup can gradually become a problem when the afterburners are used in sustained flight. Did any DOS compatibility layers exist for any UNIX-like systems before DOS started to become outmoded? By climbing, you reduce drag, exponentially with altitude. Let me. I decided to look into that two intakes thing, and it turns out to make 11-12 m/s difference at 19,000m with my plane. Your link has been automatically embedded. The Kerbal Space Program subreddit. Your answer got me in the right direction, though I ended up with a different design (see my own answer). I generally don't fuss with AoI unless I'm making a long range cruiser. Should i add a larger wing area for higher lift? Its an approximation missing someelements. Please consider starting a new thread rather than reviving this one. You can halve the drag by climbing a bit less than 3500m. Display as a link instead, Dedicated to the growth and advancement of amateur rocket scientists! Hopefully this will be helpful to you. Slap that behind a plane you'll be able to go beyond 20km without any trouble. Really. 1 Pod outside the level 3 VAB. But since when do Kerbals wait for ideal conditions? Or try using SRBs instead. The most efficient way is, of course, to make a high altitude (or space) plane. 101 kPa 1 atm Scale Height 5000 m Atmospheric Height 69 077.553 m 1.010-6 atm Minimum Temprature -40.19 C 232.96 K Maximum Temprature 20 C 293.15 K Oxygen Present Yes Contents 1 Kerbin 2 Topography 3 Kerbal Space Center 4 Atmosphere 4.1 The Troposphere 4.2 The Stratosphere 4.3 The Thermosphere 4.4 The Exosphere 5 The Kerbin System 5.1 The Mun Range with this method is pretty short due to drag. lost birth certificate near berlin; ksp high altitude plane. Welcome to the forums, ZDW. How to tell which packages are held back due to phased updates. With only panthers unlocked I might add. Double your speed, you need twice as much fuel. In the stock atmosphere, the benefits of moving faster outweigh almost everything else. I'm going to try adding a small solid fuel rocket engine toned down to get the initial height then dump it, as well as check into that high end gear mentioned. She has a horrible turn rate and oscillates a couple of thousand meters at cruise, but it's flyable. ksp high altitude planebad bunny tour 2022 tickets ksp high altitude plane. Is anywhere a list of the altitude levels (I don't know a better term) available? Under some circumstances, you may want to reduce the engine gimbal range or disable it altogether, particularly when flying at high speeds (e.g. Hello there. Listen to this guy, don't go much farther above 15000 with high altitude engines. Don't be too surprised if KSP's aero model breaks down in edge cases. Note that KSP planes get one substantial speed benefit that's much more pronounced than IRL aircraft, due to the freakishly small planet sizes: they're actually flying at a large fraction of orbital velocity. Is it suspicious or odd to stand by the gate of a GA airport watching the planes? I currently have a contract where I'm asked to take crew reports at certain spots on Kerbal at an altitude of 18,000m. Cookie Notice A full suite of flaps on the trailing edges of the main wings give it exceptional low-speed lift, and small hydroplane steps mounted on each side of the fuselage bottom help lift it out of the water (lowering water drag) during takeoff runs. This way control surface max deflection can be programmed by an aircraft designer to make . Thanks, I'll go try to stuff a few extra turbojets and intakes on my plane Do you know how many intakes/turbojet are needed to run in the regime you described? Pasted as rich text. jet engine efficiency in this game is based on built in thrust curves. Learn more about Stack Overflow the company, and our products. It's Kerbal Space Program v.22! Thanks. This thread is quite old. This page was last edited on 22 December 2019, at 20:54. At this point the plane plummets, but as it goes deeper into the atmosphere, it regains pitch authority, and at 10km it's enough to regain control and turn it around for a safe landing. In the game, players direct a nascent space program, staffed and crewed by green humanoid aliens known as "Kerbals". Your link has been automatically embedded. TLDR: You need parts you don't have to make a plane that flies that high. How can this new ban on drag possibly be considered constitutional? Alternatively, you can assign the afterburner toggle (labelled "switch mode") to an action group if you wish to activate it with a hotkey. I don't have that other stuff yet. I followed a similar strategy. Well, this game isn't a perfect flight simulator yet, so it will be difficult to figure out. Designing a High Altitude Jet | KSP: Making Space Home Mike Aben 24.8K subscribers Join Subscribe 85 Share 3.4K views 1 year ago Ep. Ideally, you'll want to avoid these contracts until you get the High-Altitude Flight tech node and the improved jet engine that comes with it. I tried building a plane but can't climb higher than about 11,000m (I don't have many plane parts yet, though). Your previous content has been restored. Chapter 4. You need to do it with what you've got. That would oscillate slowly between 16000m and 17000m but was otherwise fully controllable. No, I think it's correct, unless I've got a brain fart going, here. It only takes a minute to sign up. Reddit and its partners use cookies and similar technologies to provide you with a better experience. First off as of .15.1 intakes don't do anything. Make sure you have lots of control surfaces because at very high in the atmosphere, there's not much air for the wings to control the craft with. At that point your engines will be running about .7-.8 efficiency and you will be out of the thicker atmo which will allow you to go faster. even stranger is that the surface is textured. One of my planes is small and agile, and can easily enough glide to a safe landing even if the rockets consume all the fuel. . How to know if you've nailed it perfectly: when you're cruising in level flight, you want the marker to be precisely centered in your navball cross-hairs. If you have an account, sign in now to post with your account. Evidence. Whiplash is the engine you would want to use on a plane meant to go 20km. This makes jets built using this engine considerably more maneuverable. But you'll need to unlock: Which cost 300 science. 1.) Let me share what I know about jet engines, speed, and efficiency. Your link has been automatically embedded. I also had problems with a high altitude plane until I decided to follow the K.I.S.S. Note that keeping the plane weight low is critical, only carry a very small amount of fuel. Then I increase throttle until about 2/3 or even full, climbing with a high inclination (it can also go straight up). That's all true, but just read the OP: hypersonic appears to be completely out of the question. There's basically three ways to do that: lifting surfaces, thrust, and orbiting. That's sub-optimal, because having the fuselage pitched like that means it'll have more drag than it otherwise would have. You can post now and register later. Also, Valley and Theomon fly to different corners of Kerbin and three mapping satellites are launched. Subscribe - http://www.youtube.com/c/MikeAben?sub-confirmation=1 Patreon - https://www.patreon.com/MikeAbenPatreon supporters receive early, ad-free, access to videos, kOS and craft files, and more. Discord - https://discord.gg/HTvT7dZ Making Space Home Playlist - https://www.youtube.com/playlist?list=PLB3Ia8aQsDKhqoFyoZ4d33MG7rS9KmDm_0:00 - Designing the Dudley Mk16:42 - Test Flights \u0026 Iterating13:45 - Col. Valley take the Seaplane to the Northern Ice Shelf19:30 - Launch \u0026 Insertion of the Maxwell Vb21:04 - Col. Theomon \u0026 Orlin Visit the Badlands in the Panther24:20 - Launch \u0026 Ejection of the Maxwell VI26:34 - Designing the SENTINEL 129:47 - Launch \u0026 Insertion of the Maxwell VIIFull List of Mods: Aviation Lights Chatterer Community Tech Tree Crew R\u0026R Croud Sourced Science Contract Configurator Contract Packs: Bases and Stations Reborn CommNet Relays Exploration Plus Field Research Kerbal Academy Tourism Plus Contracts Window+ Decoupler Shroud Easy Vessel Switch Kerbal Alarm Clock Kerbal Attachment System Kerbal Construction Time Kerbal Engineer Redux Kerbal Inventory System Kerbalism kOS KRASH Maneuver Node Evolved Navball Alignment Indicator Near Future Aeronautics Near Future Construction Near Future Electrical Near Future Propulsion Near Future Solar Near Future Spacecraft Persistent Rotation Rational Resources RCS Build Aid Continued Restock Restock+ SCANsat Scrapyard SMART Parts Stage Recovery Stockalike Station Parts Expansion Redux TAC Fuel Balancer Texture Replacer Trajectories Transfer Window Planner Universal Storage 2 Unkerballed Start Waypoint Manager Content titles and body; Content titles only Pretty often, the tail "wiggled" and/or the plane became totally unstable when I fired the rocket boosters. How to make a loop for linear actuator in Kerbal Space Program, Breaking Ground. Note: Your post will require moderator approval before it will be visible. At the equator, sea level temperatures vary between a nighttime low of 9 C and a daytime high of 15 C. http://kerbalspaceprogram.com, Press J to jump to the feed. Of course, this thing has very limited range, speed and acceleration because of the extra weight. It's also worth noting that this engine has the widest thrust vectoring range of all of the jet engines, with a full 10-degree range in all directions. at the very least, you'd need the panther, that'll get you over 16k easily, well to 25k. The benefits should be obvious. Press question mark to learn the rest of the keyboard shortcuts. Slap that behind a plane you'll be able to go beyond 20km without any trouble. I did some testing and found that the turbojets get the best Isp around 5.2 km altitude, so I was thinking of flying at that altitude. Powered by Invision Community, Thanks, I'll go try to stuff a few extra turbojets and intakes on my plane, I was generally under the impression that basic jets were mostly deadweight on high-performance aircraft: [] at hypersonic velocities. - Insane TWR didn't help. "Whiplash" Turbojet. - Spamming airintakes didn't help. Espaol - Latinoamrica (Spanish - Latin America), https://steamcommunity.com/sharedfiles/filedetails/?id=1933948095, https://steamcommunity.com/sharedfiles/filedetails/?id=1933948668, https://steamcommunity.com/sharedfiles/filedetails/?id=1934517923, https://steamcommunity.com/sharedfiles/filedetails/?id=1335577943, https://steamcommunity.com/sharedfiles/filedetails/?id=1640213502, https://steamcommunity.com/sharedfiles/filedetails/?id=1640214586, https://steamcommunity.com/sharedfiles/filedetails/?id=1937826505, https://steamcommunity.com/sharedfiles/filedetails/?id=1937931692. For more information, please see our Knowing how to design these types of planes make jumping in to SSTO design very easy as there are only a few minor changes that need to be made.Music Credits:1st Song: \"Elephants\" - YouTube Audio Library2nd Song: \"Hot Heat\" - YouTube Audio Library3rd Song: \"Echoes\" - Kasbo - https://soundcloud.com/k-sboWhat game is this? From my observations I can say that "Efficiency" is not a good indicator of how well your engine performs. Or it can supercruise at three times the speed of an equivalent Wheesley jet (with nearly equal fuel efficiency) at 15,000 m altitude. You do get certain inertial and lever-arm effects, but those aren't really relevant to 'do I have enough lift to stay up'. But you'll need to unlock: High Altitude Flight Which cost 300 science. Arqade is a question and answer site for passionate videogamers on all platforms. Grichman's answer got me in the right direction. In KSP2, you are a rocket scientist who must build and test rockets, spaceships, and planes. This can be done with moar boosters or more calculated wing and body design, depending on the aero model you use. (Disclaimer: I've never used FAR myself; all of the above is based on my experience with stock aerodynamics.

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